/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
Replicate position correction to client, associated with a timestamped servermove. Client will replay subsequent moves after applying adjustment.
virtual void ClientAdjustPosition_Implementation ( float TimeStamp, FVector NewLoc, FVector NewVel, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode, [TOptional](API\Runtime\Core\IO\TOptional)< FRotator > OptionalRotation )